A solo developer used Claude Opus to port Slay the Spire 2 to Android — natively compiled for ARM, no Wine or Proton layer, full touch controls. The whole process took about 6 hours with minimal human steering.
What Claude handled almost entirely on its own:
- Extraction — decompiled the Godot 4.5.1 .NET (C#) game from its unencrypted
.pckfile back to project files - Cross-compilation — rebuilt the project as a native ARM binary for Android
- Build loop — iterated through compile errors and fixes autonomously
- On-device debugging — connected to the phone and debugged runtime issues directly
- Touch-to-mouse emulation — mapped touch input to mouse events, matching the original Slay the Spire mobile app’s control scheme
The developer says they only needed “a couple of prompts and a bit of steering.” The result: a fully playable Android port with intuitive touch controls. No crashes, no softlocks. Some choppiness from lack of optimization, but stable enough for real play sessions. They also built a save-file sync tool that transfers progress between desktop and mobile over a wired connection.
The technical path here matters. Slay the Spire 2 ships as a Godot 4.5.1 project with C# scripting and an unencrypted asset package. That combination means the game can be decompiled to something close to original source — which is what made an AI-driven port feasible at all. A game with encrypted assets or a custom engine would be a different story.
NOTE
The developer owns the game on Steam and explicitly states they aren’t sharing the APK. This is a personal-use port, not a distribution project.
The real flex isn’t the port itself — it’s the autonomy. Claude ran extraction, compilation, debugging, and input mapping as a near-continuous pipeline with minimal human input. Six hours from Steam purchase to playable Android build, for a game that has no official mobile version yet.